Reputation: 105
bool running = true;
int width = al_get_display_width(display);
while (running) {
for (;;) {
al_clear_to_color(al_map_rgb(255, 255, 255));
al_draw_bitmap(bitmap, 0, 0, 0);
al_draw_text(font, al_map_rgb(0, 0, 0), 760, 375, 0, "Play (Spacebar)");
al_flip_display();
al_rest(1.5);
al_clear_to_color(al_map_rgb(255, 255, 255));
al_draw_bitmap(bitmap, 0, 0, 0);
al_flip_display();
al_rest(0.5);
}
ALLEGRO_EVENT event;
al_wait_for_event(queue, &event);
if (event.type == ALLEGRO_EVENT_DISPLAY_CLOSE) {
running = false;
}
}
As you can see I have this endless loop which blocks the whole program in order for the text to blink. The question is how do I do the blinking so the others things keep working like the event which follows up (it's here for the window to close, when the user clicks X)
Upvotes: 2
Views: 963
Reputation: 42858
The best way is to check which state (blink on or off) to draw when drawing the text. This can be derived from the current time. Something like:
while (running) {
al_clear_to_color(al_map_rgb(255, 255, 255));
al_draw_bitmap(bitmap, 0, 0, 0);
if (fmod(al_get_time(), 2) < 1.5) { // Show the text for 1.5 seconds every 2 seconds.
al_draw_text(font, al_map_rgb(0, 0, 0), 760, 375, 0, "Play (Spacebar)");
}
al_flip_display();
// Handle events in a non-blocking way, for example
// using al_get_next_event (not al_wait_for_event).
}
Upvotes: 1
Reputation: 4253
Outside your main loop:
Create timer: timer = al_create_timer(...);
Create event queue: event_queue = al_create_event_queue();
At the top within your main loop:
al_wait_for_event(event_queue, &ev);
if (ev.type == ALLEGRO_EVENT_TIMER)
{
// do your blinking stuff here
}
Upvotes: 1